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  4. How to replace `connect(this, SIGNAL(frameSwapped())...` with modern version
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How to replace `connect(this, SIGNAL(frameSwapped())...` with modern version

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  • ? A Former User

    @8Observer8 said in How to replace `connect(this, SIGNAL(frameSwapped())...` with modern version:

    I know that SIGNAL/SLOT was deprecated.

    As far as I understand it's not deprecated, it's even still in use in QtQuick and QML.

    JonBJ Offline
    JonBJ Offline
    JonB
    wrote on last edited by JonB
    #4

    @ankou29666
    It certainly is "deprecated", or whatever the right word to use is, let's not get hung up on the exact word. It may be used in QtQuick/QML, and there are cases where you still need it with widgets, but for the vast majority of the time users should indeed regard it as "undesirable" and go for the newer syntax (which btw was introduced over a decade ago). There are numerous advantages to the new syntax.

    ? 1 Reply Last reply
    1
    • JonBJ JonB

      @ankou29666
      It certainly is "deprecated", or whatever the right word to use is, let's not get hung up on the exact word. It may be used in QtQuick/QML, and there are cases where you still need it with widgets, but for the vast majority of the time users should indeed regard it as "undesirable" and go for the newer syntax (which btw was introduced over a decade ago). There are numerous advantages to the new syntax.

      ? Offline
      ? Offline
      A Former User
      wrote on last edited by
      #5

      @JonB I'll hung up a little bit anyway, as far as I remember the word deprecated means that these syntax remains only for old code compatibility, and there is always another solution for new code. As far as I remember, it is used when the framework or library itself no longer make any use of these old code. and that these old syntaxes are ready to be removed from the library without breaking the library itself.

      But the Qt Company still makes use of these old syntax in some cases (especially QtQuick / QML) so they can't remove it at all.

      I agree with qualifying this old syntax as "unrecommended", but as far as I understand, it doesn't match the word "deprecated".
      I agree that the new syntax is preferred.

      JonBJ 1 Reply Last reply
      1
      • ? A Former User

        @JonB I'll hung up a little bit anyway, as far as I remember the word deprecated means that these syntax remains only for old code compatibility, and there is always another solution for new code. As far as I remember, it is used when the framework or library itself no longer make any use of these old code. and that these old syntaxes are ready to be removed from the library without breaking the library itself.

        But the Qt Company still makes use of these old syntax in some cases (especially QtQuick / QML) so they can't remove it at all.

        I agree with qualifying this old syntax as "unrecommended", but as far as I understand, it doesn't match the word "deprecated".
        I agree that the new syntax is preferred.

        JonBJ Offline
        JonBJ Offline
        JonB
        wrote on last edited by
        #6

        @ankou29666
        All fair enough. Let's agree that for OP's purpose it should be "not recommended" to use old syntax if new syntax can be used, then we are all happy :)

        1 Reply Last reply
        0
        • JonBJ JonB

          @8Observer8
          Does your class Window need the Q_OBJECT macro in order to do signalling connections? And/or does class Window need to be defined in its own .h file so that moc can be run on it correctly?

          8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by
          #7

          @JonB I added Q_OBJECT and #include "main.moc" but the result is the same:

          main.cpp

          /*
          Build and run commands for CMD:
          > qmake -makefile
          > mingw32-make
          > "release/app"
          */
          
          #ifdef _WIN32
          #include <windows.h>
          extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
          extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
          #endif
          
          #include <iostream>
          
          #include <QtCore/QSize>
          #include <QtGui/QOpenGLFunctions>
          #include <QtGui/QSurfaceFormat>
          #include <QtOpenGL/QOpenGLWindow>
          #include <QtWidgets/QApplication>
          
          class Window: public QOpenGLWindow, private QOpenGLFunctions
          {
              Q_OBJECT
          public:
              Window()
              {
                  resize(QSize(300, 300));
                  setTitle("OpenGL 2.1, Qt6, C++");
          
                  // Set format
                  QSurfaceFormat format;
                  format.setSamples(4);
                  format.setSwapInterval(1);
                  setFormat(format);
                  // connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                  connect(this, &QOpenGLWindow::frameSwapped, this, &QOpenGLWindow::update);
              }
          
          private:
              void initializeGL() override
              {
                  initializeOpenGLFunctions();
                  glClearColor(0.2, 0.2, 0.2, 1);
              }
          
              void paintGL() override
              {
                  glClear(GL_COLOR_BUFFER_BIT);
                  std::cout << "paintGL" << std::endl;
              }
          };
          
          #include "main.moc"
          
          int main(int argc, char *argv[])
          {
          #ifdef _WIN32
              if (AttachConsole(ATTACH_PARENT_PROCESS))
              {
                  freopen("CONOUT$", "w", stdout);
                  freopen("CONOUT$", "w", stderr);
              }
          #endif
              std::cout << std::endl;
          
              QApplication app(argc, argv);
              Window w;
              w.show();
              return app.exec();
          }
          
          JonBJ ? 3 Replies Last reply
          0
          • 8Observer88 8Observer8

            @JonB I added Q_OBJECT and #include "main.moc" but the result is the same:

            main.cpp

            /*
            Build and run commands for CMD:
            > qmake -makefile
            > mingw32-make
            > "release/app"
            */
            
            #ifdef _WIN32
            #include <windows.h>
            extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
            extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
            #endif
            
            #include <iostream>
            
            #include <QtCore/QSize>
            #include <QtGui/QOpenGLFunctions>
            #include <QtGui/QSurfaceFormat>
            #include <QtOpenGL/QOpenGLWindow>
            #include <QtWidgets/QApplication>
            
            class Window: public QOpenGLWindow, private QOpenGLFunctions
            {
                Q_OBJECT
            public:
                Window()
                {
                    resize(QSize(300, 300));
                    setTitle("OpenGL 2.1, Qt6, C++");
            
                    // Set format
                    QSurfaceFormat format;
                    format.setSamples(4);
                    format.setSwapInterval(1);
                    setFormat(format);
                    // connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                    connect(this, &QOpenGLWindow::frameSwapped, this, &QOpenGLWindow::update);
                }
            
            private:
                void initializeGL() override
                {
                    initializeOpenGLFunctions();
                    glClearColor(0.2, 0.2, 0.2, 1);
                }
            
                void paintGL() override
                {
                    glClear(GL_COLOR_BUFFER_BIT);
                    std::cout << "paintGL" << std::endl;
                }
            };
            
            #include "main.moc"
            
            int main(int argc, char *argv[])
            {
            #ifdef _WIN32
                if (AttachConsole(ATTACH_PARENT_PROCESS))
                {
                    freopen("CONOUT$", "w", stdout);
                    freopen("CONOUT$", "w", stderr);
                }
            #endif
                std::cout << std::endl;
            
                QApplication app(argc, argv);
                Window w;
                w.show();
                return app.exec();
            }
            
            JonBJ Offline
            JonBJ Offline
            JonB
            wrote on last edited by JonB
            #8

            @8Observer8
            OK then. For all I know it's possible that this could be a case where you do need the old syntax, for some reason, but personally I would not give up yet.

            I would start by trying to put in some different connect(), with new syntax, which doesn't use QOpenGLWindow methods, and see whether that goes through. What about, say

            connect(this, &QObject::destroyed, this, &Window::someSlotYouAdd);
            

            Does that go through or barf?

            Hang on, let's look at the error message closely:

            error: no matching function for call to 'Window::connect(Window*, void (QOpenGLWindow::*)(), Window*, <unresolved overloaded function type>)'
                     connect(this, &QOpenGLWindow::frameSwapped, this, &QOpenGLWindow::update);
            

            See the <unresolved overloaded function type>? It is the QOpenGLWindow::update that it is hiccupping on. And it will be because if you look around carefully down to QObject you will come across multiple overloads of the update() method with different parameters. You will need to use qOverload() macro or QOverload<>::of construct to specify the desired overload, see https://doc.qt.io/qt-6/qtglobal.html#qOverload etc.

            1 Reply Last reply
            1
            • 8Observer88 8Observer8

              @JonB I added Q_OBJECT and #include "main.moc" but the result is the same:

              main.cpp

              /*
              Build and run commands for CMD:
              > qmake -makefile
              > mingw32-make
              > "release/app"
              */
              
              #ifdef _WIN32
              #include <windows.h>
              extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
              extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
              #endif
              
              #include <iostream>
              
              #include <QtCore/QSize>
              #include <QtGui/QOpenGLFunctions>
              #include <QtGui/QSurfaceFormat>
              #include <QtOpenGL/QOpenGLWindow>
              #include <QtWidgets/QApplication>
              
              class Window: public QOpenGLWindow, private QOpenGLFunctions
              {
                  Q_OBJECT
              public:
                  Window()
                  {
                      resize(QSize(300, 300));
                      setTitle("OpenGL 2.1, Qt6, C++");
              
                      // Set format
                      QSurfaceFormat format;
                      format.setSamples(4);
                      format.setSwapInterval(1);
                      setFormat(format);
                      // connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                      connect(this, &QOpenGLWindow::frameSwapped, this, &QOpenGLWindow::update);
                  }
              
              private:
                  void initializeGL() override
                  {
                      initializeOpenGLFunctions();
                      glClearColor(0.2, 0.2, 0.2, 1);
                  }
              
                  void paintGL() override
                  {
                      glClear(GL_COLOR_BUFFER_BIT);
                      std::cout << "paintGL" << std::endl;
                  }
              };
              
              #include "main.moc"
              
              int main(int argc, char *argv[])
              {
              #ifdef _WIN32
                  if (AttachConsole(ATTACH_PARENT_PROCESS))
                  {
                      freopen("CONOUT$", "w", stdout);
                      freopen("CONOUT$", "w", stderr);
                  }
              #endif
                  std::cout << std::endl;
              
                  QApplication app(argc, argv);
                  Window w;
                  w.show();
                  return app.exec();
              }
              
              ? Offline
              ? Offline
              A Former User
              wrote on last edited by
              #9

              @8Observer8 you shouldn't have to include any moc file.

              According to this page, the only case where the old syntax works and the new doesn't is when signal has less arguments than the slot (which will use default arguments).

              But frameSwapped signal and update slot both don't take any argument ... So this is definitely not the explanation ...

              JonBJ 1 Reply Last reply
              0
              • ? A Former User

                @8Observer8 you shouldn't have to include any moc file.

                According to this page, the only case where the old syntax works and the new doesn't is when signal has less arguments than the slot (which will use default arguments).

                But frameSwapped signal and update slot both don't take any argument ... So this is definitely not the explanation ...

                JonBJ Offline
                JonBJ Offline
                JonB
                wrote on last edited by
                #10

                @ankou29666 said in How to replace `connect(this, SIGNAL(frameSwapped())...` with modern version:

                and update slot both don't take any argument

                See the "Hang on" I added above. This is the cause of the OP's error message.

                1 Reply Last reply
                0
                • 8Observer88 8Observer8

                  @JonB I added Q_OBJECT and #include "main.moc" but the result is the same:

                  main.cpp

                  /*
                  Build and run commands for CMD:
                  > qmake -makefile
                  > mingw32-make
                  > "release/app"
                  */
                  
                  #ifdef _WIN32
                  #include <windows.h>
                  extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
                  extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
                  #endif
                  
                  #include <iostream>
                  
                  #include <QtCore/QSize>
                  #include <QtGui/QOpenGLFunctions>
                  #include <QtGui/QSurfaceFormat>
                  #include <QtOpenGL/QOpenGLWindow>
                  #include <QtWidgets/QApplication>
                  
                  class Window: public QOpenGLWindow, private QOpenGLFunctions
                  {
                      Q_OBJECT
                  public:
                      Window()
                      {
                          resize(QSize(300, 300));
                          setTitle("OpenGL 2.1, Qt6, C++");
                  
                          // Set format
                          QSurfaceFormat format;
                          format.setSamples(4);
                          format.setSwapInterval(1);
                          setFormat(format);
                          // connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
                          connect(this, &QOpenGLWindow::frameSwapped, this, &QOpenGLWindow::update);
                      }
                  
                  private:
                      void initializeGL() override
                      {
                          initializeOpenGLFunctions();
                          glClearColor(0.2, 0.2, 0.2, 1);
                      }
                  
                      void paintGL() override
                      {
                          glClear(GL_COLOR_BUFFER_BIT);
                          std::cout << "paintGL" << std::endl;
                      }
                  };
                  
                  #include "main.moc"
                  
                  int main(int argc, char *argv[])
                  {
                  #ifdef _WIN32
                      if (AttachConsole(ATTACH_PARENT_PROCESS))
                      {
                          freopen("CONOUT$", "w", stdout);
                          freopen("CONOUT$", "w", stderr);
                      }
                  #endif
                      std::cout << std::endl;
                  
                      QApplication app(argc, argv);
                      Window w;
                      w.show();
                      return app.exec();
                  }
                  
                  ? Offline
                  ? Offline
                  A Former User
                  wrote on last edited by A Former User
                  #11

                  @JonB when you connect with new method, and that a signal or slot was inherited from a mother class, should you use the mother or child class name ? Or is this completely indifferent ?

                  like connect(this, &QOpenGLWindow::frameSwapped, this, & QPaintDeviceWindow::update);

                  as the update slot comes from QPaintDeviceWindow ... I'm not sure but I kinda remember having some trouble this kind.

                  JonBJ 1 Reply Last reply
                  0
                  • ? A Former User

                    @JonB when you connect with new method, and that a signal or slot was inherited from a mother class, should you use the mother or child class name ? Or is this completely indifferent ?

                    like connect(this, &QOpenGLWindow::frameSwapped, this, & QPaintDeviceWindow::update);

                    as the update slot comes from QPaintDeviceWindow ... I'm not sure but I kinda remember having some trouble this kind.

                    JonBJ Offline
                    JonBJ Offline
                    JonB
                    wrote on last edited by JonB
                    #12

                    @ankou29666
                    I don't know, because I don't know which update() overload in the tree the OP wants to use. Your way may [well] work, I always use the qOverload() or QOverload<>::of in this case. It's useful to know anyway, because if a given class has multiple overloads of a method itself with different parameters you have to use this way anyway.

                    ? 1 Reply Last reply
                    0
                    • JonBJ JonB

                      @ankou29666
                      I don't know, because I don't know which update() overload in the tree the OP wants to use. Your way may [well] work, I always use the qOverload() or QOverload<>::of in this case. It's useful to know anyway, because if a given class has multiple overloads of a method itself with different parameters you have to use this way anyway.

                      ? Offline
                      ? Offline
                      A Former User
                      wrote on last edited by
                      #13

                      @JonB Ok but where would that second update() overload come from ? I've looked at the whole inheritance tree the only update slot I find comes from QPaintDeviceWindow, I haven't found any update slot anywhere else ...

                      JonBJ 1 Reply Last reply
                      0
                      • ? A Former User

                        @JonB Ok but where would that second update() overload come from ? I've looked at the whole inheritance tree the only update slot I find comes from QPaintDeviceWindow, I haven't found any update slot anywhere else ...

                        JonBJ Offline
                        JonBJ Offline
                        JonB
                        wrote on last edited by JonB
                        #14

                        @ankou29666
                        Go to https://doc.qt.io/qt-6/qopenglwindow-members.html, press Ctrl+F, search for update. There are 3, all in QPaintDeviceWindow. With different parameters. So OP will indeed need the "overload" construct to specify which one (the one with no parameters here). BTW, the fact that only one is marked as [slot] does not affect the fact that you must specify which one for the connect().

                        ? 1 Reply Last reply
                        0
                        • JonBJ JonB

                          @ankou29666
                          Go to https://doc.qt.io/qt-6/qopenglwindow-members.html, press Ctrl+F, search for update. There are 3, all in QPaintDeviceWindow. With different parameters. So OP will indeed need the "overload" construct to specify which one (the one with no parameters here). BTW, the fact that only one is marked as [slot] does not affect the fact that you must specify which one for the connect().

                          ? Offline
                          ? Offline
                          A Former User
                          wrote on last edited by
                          #15

                          @JonB what I see from QPaintDeviceWindow is there are two methods (one with QRect, the other with QRegion parameter) and only one slot (without parameter) ...

                          JonBJ 1 Reply Last reply
                          0
                          • ? A Former User

                            @JonB what I see from QPaintDeviceWindow is there are two methods (one with QRect, the other with QRegion parameter) and only one slot (without parameter) ...

                            JonBJ Offline
                            JonBJ Offline
                            JonB
                            wrote on last edited by JonB
                            #16

                            @ankou29666
                            As I wrote:

                            • There are 3 methods, all on that page.
                            • Only one is marked as slot. But so what? I previously said:

                            BTW, the fact that only one is marked as [slot] does not affect the fact that you must specify which one for the connect().

                            That's why I wrote it :)

                            ? 1 Reply Last reply
                            1
                            • JonBJ JonB

                              @ankou29666
                              As I wrote:

                              • There are 3 methods, all on that page.
                              • Only one is marked as slot. But so what? I previously said:

                              BTW, the fact that only one is marked as [slot] does not affect the fact that you must specify which one for the connect().

                              That's why I wrote it :)

                              ? Offline
                              ? Offline
                              A Former User
                              wrote on last edited by
                              #17

                              @JonB ok I hadn't read your previous answer properly. And your last one gets me even more confused. And wondering then what's the point in declaring slots ... if you have to tell explicitly to which slot to connect ... when there's only one declared ...

                              Can a signal be connected to a method not declared as slot with the new syntax ? That's what I first understood from your last answer but I then had some doubts ... But when I think about it, it can connect to a lambda function which is not declared slot either ... I'm getting a little lost ...

                              JonBJ jsulmJ S 3 Replies Last reply
                              0
                              • ? A Former User

                                @JonB ok I hadn't read your previous answer properly. And your last one gets me even more confused. And wondering then what's the point in declaring slots ... if you have to tell explicitly to which slot to connect ... when there's only one declared ...

                                Can a signal be connected to a method not declared as slot with the new syntax ? That's what I first understood from your last answer but I then had some doubts ... But when I think about it, it can connect to a lambda function which is not declared slot either ... I'm getting a little lost ...

                                JonBJ Offline
                                JonBJ Offline
                                JonB
                                wrote on last edited by JonB
                                #18

                                @ankou29666
                                Don't panic! You may be overthinking :)

                                I never used the old-style connect() with strings/SIGNAL/SLOT() macros. So I cannot say whether they insisted on the slot function being marked with slot.

                                Yes, with the new syntax at least you can connect() to any method/function, even if it has not been declared in the slots section. I don't know if there are any cases where it has to be marked as a slot, but certainly in the normal case it does not matter. Python/PyQt might require a slot method to be @Slot decorated, not sure, but C++/moc does not. Of course it is good practice to put slots into the class's slots: section, but you don't have to.

                                I think the same is not true of signals. You do have to put signals into the signals: section, IIRC.

                                The OP's original error message reads

                                error: no matching function for call to 'Window::connect(Window*, void (QOpenGLWindow::*)(), Window*, <unresolved overloaded function type>)'
                                         connect(this, &QOpenGLWindow::frameSwapped, this, &QOpenGLWindow::update);
                                

                                Now, this is a C++ compiler error message. Whatever moc might or might not have done you can see the line being presented for compilation. It has to find a match, in a parameter to connect(), for &QOpenGLWindow::update, that's all it sees. And that is ambiguous because there are 3 public methods of QOpenGlWindow::update(...) which are candidates. Whether one is or is not declared inside slots: simply has no bearing. You need to tell it which one.

                                The OP will need

                                connect(this, &QOpenGLWindow::frameSwapped, this, qOverload<>(&QOpenGLWindow::update));
                                

                                Any parameters are specified inside the <>. Here that is empty so it matches the overload which takes no parameters.

                                In the case of the old-style code it was the SLOT(update()) which told it to pick the update() method with no parameters. Had you wished to pick one which did take parameters you would have had to specify them inside the update(...). So both ways are effectively specifying the same information, just in different formats.

                                1 Reply Last reply
                                0
                                • ? A Former User

                                  @JonB ok I hadn't read your previous answer properly. And your last one gets me even more confused. And wondering then what's the point in declaring slots ... if you have to tell explicitly to which slot to connect ... when there's only one declared ...

                                  Can a signal be connected to a method not declared as slot with the new syntax ? That's what I first understood from your last answer but I then had some doubts ... But when I think about it, it can connect to a lambda function which is not declared slot either ... I'm getting a little lost ...

                                  jsulmJ Offline
                                  jsulmJ Offline
                                  jsulm
                                  Lifetime Qt Champion
                                  wrote on last edited by
                                  #19

                                  @ankou29666 said in How to replace `connect(this, SIGNAL(frameSwapped())...` with modern version:

                                  Can a signal be connected to a method not declared as slot with the new syntax ?

                                  Yes

                                  "what's the point in declaring slots" - it's just a hint for developers. Any method of a class can be a slot.

                                  https://forum.qt.io/topic/113070/qt-code-of-conduct

                                  1 Reply Last reply
                                  0
                                  • ? Offline
                                    ? Offline
                                    A Former User
                                    wrote on last edited by
                                    #20

                                    Ok I had started Qt by the times of 4.4 or so. New syntax didn't exist then. And then I didn't do any C++ until very recently. and with the old syntax it is required for a slot to be declared as such. That's what got me so troubled.
                                    And this explains why the old syntax works when the new doesn't.

                                    I was rather expecting the connection to be automatically matched by determining the number and types of the arguments but this is obviously not the case.

                                    1 Reply Last reply
                                    0
                                    • ? A Former User

                                      @JonB ok I hadn't read your previous answer properly. And your last one gets me even more confused. And wondering then what's the point in declaring slots ... if you have to tell explicitly to which slot to connect ... when there's only one declared ...

                                      Can a signal be connected to a method not declared as slot with the new syntax ? That's what I first understood from your last answer but I then had some doubts ... But when I think about it, it can connect to a lambda function which is not declared slot either ... I'm getting a little lost ...

                                      S Offline
                                      S Offline
                                      SimonSchroeder
                                      wrote on last edited by
                                      #21

                                      @ankou29666 said in How to replace `connect(this, SIGNAL(frameSwapped())...` with modern version:

                                      And wondering then what's the point in declaring slots

                                      The old syntax used SIGNAL/SLOT macros to replace the functions with strings. Back then slots needed to be marked as slots because moc would only create mappings from the string to the function pointer for those methods. With the new syntax we are now using function pointers directly. So, for the connect call we don't have to qualify them as slots anymore. However, Qt also has some reflection built in. In these cases it could still make sense to declare some methods as slots. Though, to be honest, I haven't used that functionality in years...

                                      1 Reply Last reply
                                      0
                                      • jeremy_kJ Offline
                                        jeremy_kJ Offline
                                        jeremy_k
                                        wrote on last edited by
                                        #22

                                        The QML engine uses the string forms of signals, slots, and Q_INVOKABLEs. I haven't looked at the source, but suspect PyQt and PySide/Qt for Python do as well.

                                        Asking a question about code? http://eel.is/iso-c++/testcase/

                                        JonBJ 1 Reply Last reply
                                        0
                                        • jeremy_kJ jeremy_k

                                          The QML engine uses the string forms of signals, slots, and Q_INVOKABLEs. I haven't looked at the source, but suspect PyQt and PySide/Qt for Python do as well.

                                          JonBJ Offline
                                          JonBJ Offline
                                          JonB
                                          wrote on last edited by
                                          #23

                                          @jeremy_k said in How to replace `connect(this, SIGNAL(frameSwapped())...` with modern version:

                                          but suspect PyQt and PySide/Qt for Python do as well

                                          I do not know how they implement "under the hood", but at least from a user perspective PyQt/PySide use a connection syntax "equivalent" to the new C++ style, referring to functions directly not through strings:

                                          signallingObject.signal.connect(slotObject.slot)
                                          
                                          self.pushbutton.clicked.connect(self.onClicked)
                                          
                                          jeremy_kJ 1 Reply Last reply
                                          0

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